#ifndef MANGOS_MAP_H
#define MANGOS_MAP_H

#include "Common.h"
#include "Platform/Define.h"
#include "Policies/ThreadingModel.h"
#include "ace/RW_Thread_Mutex.h"
#include "ace/Thread_Mutex.h"

#include "DBCStructure.h"
#include "GridDefines.h"
#include "Cell.h"
#include "Object.h"
#include "Timer.h"
#include "SharedDefines.h"
#include "GridMap.h"
#include "GameSystem/GridRefManager.h"
#include "MapRefManager.h"
#include "Utilities/TypeList.h"
#include "ScriptMgr.h"

#include <bitset>
#include <list>

class Creature;
class Unit;
class WorldPacket;
class InstanceData;
class Group;
class MapPersistentState;
class WorldPersistentState;
class DungeonPersistentState;
class BattleGroundPersistentState;
struct ScriptInfo;
class BattleGround;
class GridMap;

// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
#if defined( __GNUC__ )
#pragma pack(1)
#else
#pragma pack(push,1)
#endif

struct InstanceTemplate
{
	uint32			map;                                             // instance map
	uint32			parent;                                          // non-continent parent instance (for instance with entrance in another instances)
	// or 0 (not related to continent 0 map id)
	uint32			levelMin;
	uint32			levelMax;
	uint32			script_id;
};

struct WorldTemplate
{
	uint32			map;                                             // non-instance map
	uint32			script_id;
};

enum LevelRequirementVsMode
{
	LEVELREQUIREMENT_HEROIC = 70
};

#if defined( __GNUC__ )
#pragma pack()
#else
#pragma pack(pop)
#endif

#define MIN_UNLOAD_DELAY      1                             // immediate unload

class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>
{
	friend class MapReference;
	friend class ObjectGridLoader;
	friend class ObjectWorldLoader;
protected:
	Map(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode);

public:
	virtual					~Map();

	// currently unused for normal maps
	bool CanUnload(uint32 diff)
	{
		if(!m_unloadTimer) return false;
		if(m_unloadTimer <= diff) return true;
		m_unloadTimer -= diff;
		return false;
	}

	virtual bool Add(Player *);
	virtual void Remove(Player *, bool);
	template<class T> void Add(T *);
	template<class T> void Remove(T *, bool);

	static void DeleteFromWorld(Player* player);        // player object will deleted at call

	virtual void Update(const uint32&);

	void MessageBroadcast(Player *, WorldPacket *, bool to_self);
	void MessageBroadcast(WorldObject *, WorldPacket *);
	void MessageDistBroadcast(Player *, WorldPacket *, float dist, bool to_self, bool own_team_only = false);
	void MessageDistBroadcast(WorldObject *, WorldPacket *, float dist);

	float GetVisibilityDistance() const { return m_VisibleDistance; }
	//function for setting up visibility distance for maps on per-type/per-Id basis
	virtual void InitVisibilityDistance();

	void PlayerRelocation(Player *, float x, float y, float z, float angl);
	void CreatureRelocation(Creature *creature, float x, float y, float z, float orientation);

	template<class T, class CONTAINER> void Visit(const Cell& cell, TypeContainerVisitor<T, CONTAINER> &visitor);

	bool IsRemovalGrid(float x, float y) const
	{
		GridPair p = MaNGOS::ComputeGridPair(x, y);
		return( !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL );
	}

	bool IsLoaded(float x, float y) const
	{
		GridPair p = MaNGOS::ComputeGridPair(x, y);
		return loaded(p);
	}

	bool GetUnloadLock(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
	void SetUnloadLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
	void LoadGrid(const Cell& cell, bool no_unload = false);
	bool UnloadGrid(const uint32 &x, const uint32 &y, bool pForce);
	virtual void UnloadAll(bool pForce);

	void ResetGridExpiry(NGridType &grid, float factor = 1) const
	{
		grid.ResetTimeTracker((time_t)((float)i_gridExpiry*factor));
	}

	time_t GetGridExpiry(void) const { return i_gridExpiry; }
	uint32 GetId(void) const { return i_id; }

	// some calls like isInWater should not use vmaps due to processor power
	// can return INVALID_HEIGHT if under z+2 z coord not found height

	virtual void RemoveAllObjectsInRemoveList();

	bool CreatureRespawnRelocation(Creature *c);        // used only in CreatureRelocation and ObjectGridUnloader

	// ASSERT print helper
	bool CheckGridIntegrity(Creature* c, bool moved) const;

	uint32 GetInstanceId() const { return i_InstanceId; }
	virtual bool CanEnter(Player* /*player*/) { return true; }
	const char* GetMapName() const;

	// have meaning only for instanced map (that have set real difficulty), NOT USE its for BaseMap
	// _currently_ spawnmode == difficulty, but this can be changes later, so use appropriate spawmmode/difficult functions
	// for simplify later code support
	// regular difficulty = continent/dungeon normal/first raid normal difficulty
	uint8 GetSpawnMode() const { return (i_spawnMode); }
	Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
	bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; }
	uint32 GetMaxPlayers() const;                       // dependent from map difficulty
	uint32 GetMaxResetDelay() const;                    // dependent from map difficulty
	MapDifficulty const* GetMapDifficulty() const;      // dependent from map difficulty

	bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
	// NOTE: this duplicate of Instanceable(), but Instanceable() can be changed when BG also will be instanceable
	bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
	bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
	bool IsRaidOrHeroicDungeon() const { return IsRaid() || GetDifficulty() > DUNGEON_DIFFICULTY_NORMAL; }
	bool IsBattleGround() const { return i_mapEntry && i_mapEntry->IsBattleGround(); }
	bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }
	bool IsBattleGroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattleGroundOrArena(); }

	// can't be NULL for loaded map
	MapPersistentState* GetPersistentState() const { return m_persistentState; }

	void AddObjectToRemoveList(WorldObject *obj);

	void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellPair cellpair);

	void resetMarkedCells() { marked_cells.reset(); }
	bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
	void markCell(uint32 pCellId) { marked_cells.set(pCellId); }

	bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
	uint32 GetPlayersCountExceptGMs() const;
	bool ActiveObjectsNearGrid(uint32 x,uint32 y) const;

	void SendToPlayers(WorldPacket const* data) const;

	typedef MapRefManager PlayerList;
	PlayerList const& GetPlayers() const { return m_mapRefManager; }

	//per-map script storage
	void ScriptsStart(std::map<uint32, std::multimap<uint32, ScriptInfo> > const& scripts, uint32 id, Object* source, Object* target);
	void ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target);

	// must called with AddToWorld
	void AddToActive(WorldObject* obj);
	// must called with RemoveFromWorld
	void RemoveFromActive(WorldObject* obj);

	Player* GetPlayer(ObjectGuid guid);
	Creature* GetCreature(ObjectGuid guid);
	Vehicle* GetVehicle(ObjectGuid guid);
	Pet* GetPet(ObjectGuid guid);
	Creature* GetAnyTypeCreature(ObjectGuid guid);      // normal creature or pet or vehicle
	GameObject* GetGameObject(ObjectGuid guid);
	DynamicObject* GetDynamicObject(ObjectGuid guid);
	Corpse* GetCorpse(ObjectGuid guid);                 // !!! find corpse can be not in world
	Unit* GetUnit(ObjectGuid guid);                     // only use if sure that need objects at current map, specially for player case
	WorldObject* GetWorldObject(ObjectGuid guid);       // only use if sure that need objects at current map, specially for player case

	TypeUnorderedMapContainer<AllMapStoredObjectTypes>& GetObjectsStore() { return m_objectsStore; }

	void AddUpdateObject(Object *obj)
	{
		i_objectsToClientUpdate.insert(obj);
	}

	void RemoveUpdateObject(Object *obj)
	{
		i_objectsToClientUpdate.erase( obj );
	}

	// DynObjects currently
	uint32 GenerateLocalLowGuid(HighGuid guidhigh);

	//get corresponding TerrainData object for this particular map
	const TerrainInfo * GetTerrain() const { return m_TerrainData; }

	void CreateInstanceData(bool load);
	InstanceData* GetInstanceData() { return i_data; }
	uint32 GetScriptId() const { return i_script_id; }
private:
	void LoadMapAndVMap(int gx, int gy);

	void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }

	void SendInitSelf( Player * player );

	void SendInitTransports( Player * player );
	void SendRemoveTransports( Player * player );

	bool CreatureCellRelocation(Creature *creature, Cell new_cell);

	bool loaded(const GridPair &) const;
	void EnsureGridCreated(const GridPair &);
	bool EnsureGridLoaded(Cell const&);
	void EnsureGridLoadedAtEnter(Cell const&, Player* player = NULL);

	void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); }

	template<class T> void AddType(T *obj);
	template<class T> void RemoveType(T *obj, bool);

	NGridType* getNGrid(uint32 x, uint32 y) const
	{
		MANGOS_ASSERT(x < MAX_NUMBER_OF_GRIDS);
		MANGOS_ASSERT(y < MAX_NUMBER_OF_GRIDS);
		return i_grids[x][y];
	}

	bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x,y)->isGridObjectDataLoaded(); }
	void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x,y)->setGridObjectDataLoaded(pLoaded); }

	void setNGrid(NGridType* grid, uint32 x, uint32 y);
	void ScriptsProcess();

	void SendObjectUpdates();
	std::set<Object *> i_objectsToClientUpdate;
protected:

	MapEntry const* i_mapEntry;
	uint8 i_spawnMode;
	uint32 i_id;
	uint32 i_InstanceId;
	uint32 m_unloadTimer;
	float m_VisibleDistance;
	MapPersistentState* m_persistentState;

	MapRefManager m_mapRefManager;
	MapRefManager::iterator m_mapRefIter;

	typedef std::set<WorldObject*> ActiveNonPlayers;
	ActiveNonPlayers m_activeNonPlayers;
	ActiveNonPlayers::iterator m_activeNonPlayersIter;
	TypeUnorderedMapContainer<AllMapStoredObjectTypes> m_objectsStore;
private:
	time_t i_gridExpiry;

	NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];

	//Shared geodata object with map coord info...
	TerrainInfo * const m_TerrainData;
	bool m_bLoadedGrids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];

	std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP*TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells;

	std::set<WorldObject *> i_objectsToRemove;

	typedef std::multimap<time_t, ScriptAction> ScriptScheduleMap;
	ScriptScheduleMap m_scriptSchedule;

	InstanceData* i_data;
	uint32 i_script_id;

	// Map local low guid counters
	ObjectGuidGenerator<HIGHGUID_UNIT> m_CreatureGuids;
	ObjectGuidGenerator<HIGHGUID_GAMEOBJECT> m_GameObjectGuids;
	ObjectGuidGenerator<HIGHGUID_DYNAMICOBJECT> m_DynObjectGuids;
	ObjectGuidGenerator<HIGHGUID_PET> m_PetGuids;
	ObjectGuidGenerator<HIGHGUID_VEHICLE> m_VehicleGuids;

	// Type specific code for add/remove to/from grid
	template<class T>
	void AddToGrid(T*, NGridType *, Cell const&);

	template<class T>
	void RemoveFromGrid(T*, NGridType *, Cell const&);
};

class MANGOS_DLL_SPEC WorldMap : public Map
{
private:
	using Map::GetPersistentState;                      // hide in subclass for overwrite
public:
	WorldMap(uint32 id, time_t expiry) : Map(id, expiry, 0, REGULAR_DIFFICULTY) {}
	~WorldMap() {}

	// can't be NULL for loaded map
	WorldPersistentState* GetPersistanceState() const;
};

class MANGOS_DLL_SPEC DungeonMap : public Map
{
private:
	using Map::GetPersistentState;                      // hide in subclass for overwrite
public:
	DungeonMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode);
	~DungeonMap();
	bool Add(Player *);
	void Remove(Player *, bool);
	void Update(const uint32&);
	bool Reset(InstanceResetMethod method);
	void PermBindAllPlayers(Player *player);
	void UnloadAll(bool pForce);
	bool CanEnter(Player* player);
	void SendResetWarnings(uint32 timeLeft) const;
	void SetResetSchedule(bool on);

	// can't be NULL for loaded map
	DungeonPersistentState* GetPersistanceState() const;

	virtual void InitVisibilityDistance();
private:
	bool m_resetAfterUnload;
	bool m_unloadWhenEmpty;
};

class MANGOS_DLL_SPEC BattleGroundMap : public Map
{
private:
	using Map::GetPersistentState;                      // hide in subclass for overwrite
public:
	BattleGroundMap(uint32 id, time_t, uint32 InstanceId, uint8 spawnMode);
	~BattleGroundMap();

	void Update(const uint32&);
	bool Add(Player *);
	void Remove(Player *, bool);
	bool CanEnter(Player* player);
	void SetUnload();
	void UnloadAll(bool pForce);

	virtual void InitVisibilityDistance();
	BattleGround* GetBG() { return m_bg; }
	void SetBG(BattleGround* bg) { m_bg = bg; }

	// can't be NULL for loaded map
	BattleGroundPersistentState* GetPersistanceState() const;

private:
	BattleGround* m_bg;
};

template<class T, class CONTAINER>
inline void
Map::Visit(const Cell& cell, TypeContainerVisitor<T, CONTAINER> &visitor)
{
	const uint32 x = cell.GridX();
	const uint32 y = cell.GridY();
	const uint32 cell_x = cell.CellX();
	const uint32 cell_y = cell.CellY();

	if( !cell.NoCreate() || loaded(GridPair(x,y)) )
	{
		EnsureGridLoaded(cell);
		getNGrid(x, y)->Visit(cell_x, cell_y, visitor);
	}
}
#endif
